Hi everyone!
I ask this question mainly for self-teaching purposes. I have made bunch of models, mainly assets (all in blender). In blender render window or blender game engine they look fairly decent. But when I import them to ogre, they all get very chunky with lots of visible sharp edges. My first thought was that I made mistake on programming section. So I searched net for batman and nanosuit from crysis models and then took them to ogre.
links to models:
batman http://tf3dm.com/3d-model/batman-50670.html
crysis nanosuit http://tf3dm.com/3d-model/crysis-2-nano ... 97837.html
I want to know if it's possible to achieve smooth models in ogre. Also know that I must toy around with shaders, antialliasing and other stuff to hide chunkyness.
Something like this:
instead of http://www.saphirestudio.at/wptest/wp-c ... tation.jpg
chunky models- how to avoid them
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- Orc Shaman
- Posts: 737
- Joined: Fri May 31, 2013 2:28 am
- x 65
Re: chunky models- how to avoid them
i don't realy know how you've exported this models/materials and whats wrong but i can give you few tips
in order for models to look good you should use PBR( aka PBS ) material instead of the old fixed function material
both ogre 1.10 and ogre 2.1 have nice PBR materials pipeline( build on top of HLMS )...2.1 is way more advanced, but both look good
i use al2950 method for automatic convertion of fixedFunction materials
http://www.ogre3d.org/forums/viewtopic. ... 30#p533653
for ogre 2.1 you also have project "DERGO" - fast external ogre renderer for BLENDER with PBR material support( but no export function yet )
search it up the forum if you need it...
thanks for the link- i've had lots of fun downloading cool models...(-:
i can recommend sketchFAB - just in case....
edit: would be helpful for you to post screen-shot of your ogre model vs blender models, and maybe write a post in the ARTISTS sub forums...
in order for models to look good you should use PBR( aka PBS ) material instead of the old fixed function material
both ogre 1.10 and ogre 2.1 have nice PBR materials pipeline( build on top of HLMS )...2.1 is way more advanced, but both look good
i use al2950 method for automatic convertion of fixedFunction materials
http://www.ogre3d.org/forums/viewtopic. ... 30#p533653
for ogre 2.1 you also have project "DERGO" - fast external ogre renderer for BLENDER with PBR material support( but no export function yet )
search it up the forum if you need it...
thanks for the link- i've had lots of fun downloading cool models...(-:
i can recommend sketchFAB - just in case....
edit: would be helpful for you to post screen-shot of your ogre model vs blender models, and maybe write a post in the ARTISTS sub forums...
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
- Kojack
- OGRE Moderator
- Posts: 7157
- Joined: Sun Jan 25, 2004 7:35 am
- Location: Brisbane, Australia
- x 534
Re: chunky models- how to avoid them
One thing to check is that the model has smooth normals in blender. I've had some models I've imported into blender then exported to ogre that weren't smoothed, so each face was flat shaded.VanBandama wrote:But when I import them to ogre, they all get very chunky with lots of visible sharp edges.
From the example pokeball image, the only problem appeared to be around the silhouette of the mesh. The only way to make the silhouette look smooth in a scanline triangle renderer is to increase the polygon count.
Or you could try alternative rendering techniques using shaders. For example, if you need a true sphere, that can be done using ray marching or ray tracing in a shader. Other shapes are a bit harder.
But generally, if the poly cont is high enough and the normals are good, then ogre should look smooth.